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====Conclave Titans==== These are the largest and most powerful aeldari war machines you could ever use... if they weren't so eye-wateringly expensive to both buy and field. The only realistic time you could expect to field even one of these would be in an Apocalypse game, or in a β₯3000 point list and even then, they'll leave virtually no wiggle room for any other units you might want to support them with. <!-- ---------------------------------------------------------------------Revenant Titan-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Revenant Scout Titan|Revenant Titan]] <sup>Forge World</sup>''' |- |''Titanic'' |''Spirit Host'' |- |colspan="2"|[[File:Revenant-Titan.jpeg|200px|right|border]] After languishing for over two years as a ludicrously overcosted resin statue, the Revenant Titan is... still overcosted. Of the two major Conclave titans, the Revenant is the only one that you may potentially take into a standard game. At 1500pts, you won't have much room for an accompanying army so you'll need to keep all accompanying units as cheap as possible if you want any board presence. In terms of durability, the Revenant is nearly unrivaled; 32W at T9 with a 3+/4++ save makes all but the heaviest firepower a trivial matter. Offensively, Revenants are reasonably flexible at engaging infantry, monsters, vehicles and even other Titans. However, consider how many Fire Dragons, Dark Reapers, Wave Serpents, Fire Prisms and even Wraithknights you can bring to the table for the 1500pts this one model costs. |- |colspan="2"| :'''Weapon Loadout Options''': Revenant Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight's stomp attack) and a Cloudburst Missile Launcher . Outside of that, they have exactly two choices in primary armament. <tabs> <tab name="Revenant Pulsar"> The default loadout, each Pulsar is a Heavy 6 S12 AP-4 D4 cannon that'll let your Revenant engage targets very flexibly and from a respectable distance; something your glass-jawed titan would rather stay at considering their lack of a melee-friendly invuln. Likely your go-to in most circumstances. </tab> <tab name="Sonic Lance"> Though the Sonic Lance has a rather unholy 3D6 shot output per lance, it's one of the few blob-blender weapons in the game that ''didn't'' get the Blast keyword. Would that be a bit overkill for a weapon that wounds all non-{{W40Kkeyword|Vehicle}}/{{W40Kkeyword|Monster}} units on a 2+? Maybe, but you aren't dropping 1500 points to deal in "maybe"s. Having said that, even though each individual hit only deals 1 damage, their AP-3 and (theoretical) volume of hits will easily carve through GEQ, MEQ and TEQ targets indiscriminately and being able to wound everything else on a 4+ isn't the worst possible outcome for such a specialized weapon. The thing that really hurts this weapon compared to the Pulsar is the paltry 18" range it has. Using this in a match involving enemy knights or titans severely increases the odds something with a rather big sword will tackle it come their turn, obviously alongside the dramatically reduced damage output the Revenant would be dealing to said titans when trying to shoot them. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Phantom Titan-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Phantom Battle Titan|Phantom Titan]] <sup>Forge World</sup>''' |- |''Titanic'' |''Spirit Host'' |- |colspan="2"|[[File:Phantom Titan.jpg|200px|left|border]] The biggest, baddest, priciest model in the entire Eldar arsenal. At 3000pts to field and a minimum of $860 for the privilege to actually own one, you will ''never'' field even one of these in any conventional games. But, if you happen to be particularly loaded and know a few rich friends, you ''might'' get to break out your premier titan in an Apocalypse game. At 60 wounds at T9, the Phantom Titan is one of the most durable units in the game and with weapons leaning upwards of S14-S18 and all primary weapons dealing between 5 to 12 flat damage a hit, one of the most powerful. No other non-Titanic unit in the game can hope to stand against a Phantom Titan's sheer firepower and survive. To this end, the only units that a Phantom Titan should really pay attention to are opposing Titans. Due to this thing's massive pricepoint, opposing players can field a substantial number of opposing Imperial Knights, Wraithknights or other "conventional" titans that are able to overwhelm a Phantom Titan through sheer numbers... which is honestly kind of saying something. |- |colspan="2"| :'''Weapon Loadout Options''': Phantom Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight's stomp attack) and a Voidstorm Missile Launcher (2d6 S8 AP-3 D2 Blast). Outside of that, they have three interchangeable weapon choices in primary armament per arm and a support weapon mounted in the chassis. <tabs> <tab name="Starcannon"> The Starcannon is the default choice in this slot. With only two S6 shots, there's precious little this weapon can really contribute to targets that you'll actually want your Phantom Titan engaging. May as well swap it for the Bright Lance. </tab> <tab name="Bright Lance"> *Like the Starcannon, what the Bright Lance brings to the table is so pitifully minor compared to your main weapons that you'll likely forget that it even comes with your Phantom Titan. It is a bit more in line with the Voidstorm Missile Launcher and as such tends to contribute a bit more than the Starcannon will against the targets your Phantom Titan will even bother paying attention to. No reason not to pick it. </tab> <tab name="Phantom Pulsar"> The longest ranged weapon available to it, as well as its default weapon, the Dire Pulsar is the first of the Phantom's two ranged weapons. Firing 8 shots at S14 at AP-4 120" downrange, whatever it's hitting is not having a good time. Each hit also deals a flat 5 damage, a hefty value that'll eviscerate enemy vehicles, monsters and knights in short order. It has ever so slightly less total potential against single targets, but the consistent number of shots makes it more ideal in the event you need to target squads of infantry. </tab> <tab name="D-Bombard"> Though D-Strength is gone, S16 at AP-5 comes about as close to it as you can get anymore. While it sacrifices the range and volume of shots the Pulsar fires off, this Heavy 2d3 blast weapon causes 3 Mortal Wounds per wound roll of a 4+ in addition to the 8 damage each hit deals. It's a tough call, but this makes the D-Bombard more ideal for dealing with superheavy vehicles and lowerscale titans compared to the Pulsar. </tab> <tab name="Wraith Glaive"> As mentioned in the main entry above, the Wraith Glaive is the single highest stat weapon in the entire Aeldari range. S18 AP-5 D12 ''will'' destroy a majority of all non-superheavy vehicles in a single swing, most superheavy/knight models in as few as two or three swings and will very likely put down most other true-blooded titans in full round of combat, assuming you rolled well. Considering many of the invulnerable saves other titanic targets have tend to only work against ranged attacks, this is your best tool for killing enemy titans if/when you encounter them. For virtually everything else, it's complete and total overkill, though overkill is the name of the game with this fucking thing. </tab> </tabs> |}
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